X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.h;fp=shaders%2Fscene_water.h;h=0000000000000000000000000000000000000000;hb=bececcbb7b2e886e72425e7c070e1fdc3aa126dc;hp=50ac3d2552eeba72cb485e7ffe6a3fd43f043821;hpb=93790b71d3a89724255dc73239e38c08ad4bbac7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.h b/shaders/scene_water.h deleted file mode 100644 index 50ac3d2..0000000 --- a/shaders/scene_water.h +++ /dev/null @@ -1,100 +0,0 @@ -#pragma once -#include "vg/vg_engine.h" -extern struct vg_shader _shader_scene_water; -extern GLuint _uniform_scene_water_uMdl; -extern GLuint _uniform_scene_water_uPv; -extern GLuint _uniform_scene_water_uPvmPrev; -extern GLuint _uniform_scene_water_uTexMain; -extern GLuint _uniform_scene_water_uTexDudv; -extern GLuint _uniform_scene_water_uTexBack; -extern GLuint _uniform_scene_water_uInvRes; -extern GLuint _uniform_scene_water_uTime; -extern GLuint _uniform_scene_water_uCamera; -extern GLuint _uniform_scene_water_uSurfaceY; -extern GLuint _uniform_scene_water_uBoard0; -extern GLuint _uniform_scene_water_uBoard1; -extern GLuint _uniform_scene_water_uShoreColour; -extern GLuint _uniform_scene_water_uOceanColour; -extern GLuint _uniform_scene_water_uFresnel; -extern GLuint _uniform_scene_water_uWaterScale; -extern GLuint _uniform_scene_water_uWaveSpeed; -extern GLuint _uniform_scene_water_g_world_depth; -extern GLuint _uniform_scene_water_uLightsArray; -extern GLuint _uniform_scene_water_uLightsIndex; -static inline void shader_scene_water_uMdl(m4x3f m) -{ - glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_water_uPv(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_water_uPvmPrev(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_water_uTexMain(int i) -{ - glUniform1i(_uniform_scene_water_uTexMain,i); -} -static inline void shader_scene_water_uTexDudv(int i) -{ - glUniform1i(_uniform_scene_water_uTexDudv,i); -} -static inline void shader_scene_water_uTexBack(int i) -{ - glUniform1i(_uniform_scene_water_uTexBack,i); -} -static inline void shader_scene_water_uInvRes(v2f v) -{ - glUniform2fv(_uniform_scene_water_uInvRes,1,v); -} -static inline void shader_scene_water_uTime(f32 f) -{ - glUniform1f(_uniform_scene_water_uTime,f); -} -static inline void shader_scene_water_uCamera(v3f v) -{ - glUniform3fv(_uniform_scene_water_uCamera,1,v); -} -static inline void shader_scene_water_uSurfaceY(f32 f) -{ - glUniform1f(_uniform_scene_water_uSurfaceY,f); -} -static inline void shader_scene_water_uBoard0(v3f v) -{ - glUniform3fv(_uniform_scene_water_uBoard0,1,v); -} -static inline void shader_scene_water_uBoard1(v3f v) -{ - glUniform3fv(_uniform_scene_water_uBoard1,1,v); -} -static inline void shader_scene_water_uShoreColour(v3f v) -{ - glUniform3fv(_uniform_scene_water_uShoreColour,1,v); -} -static inline void shader_scene_water_uOceanColour(v3f v) -{ - glUniform3fv(_uniform_scene_water_uOceanColour,1,v); -} -static inline void shader_scene_water_uFresnel(f32 f) -{ - glUniform1f(_uniform_scene_water_uFresnel,f); -} -static inline void shader_scene_water_uWaterScale(f32 f) -{ - glUniform1f(_uniform_scene_water_uWaterScale,f); -} -static inline void shader_scene_water_uWaveSpeed(v4f v) -{ - glUniform4fv(_uniform_scene_water_uWaveSpeed,1,v); -} -static inline void shader_scene_water_g_world_depth(int i) -{ - glUniform1i(_uniform_scene_water_g_world_depth,i); -} -static inline void shader_scene_water_use(void); -static inline void shader_scene_water_use(void) -{ - glUseProgram(_shader_scene_water.id); -}